-Default:
1/12th-vs.
Players: 1/10th-vs.
Hirelings: 1/10th-vs.
Champions, Uniques, Bosses: 1/24th-with
missile weapons, default: 1/24th -with
missile weapons, vs. Players: 1/20th -with
missile weapons, vs Hirelings: 1/20th -with
missile weapons, vs Champions, Uniques, Bosses: 1/48thThis
is with 1 to 3 players in game with more players in game the boss
life will go up more so the % will go down even further.

Crushing
blow is based on enemys remaining life. If so, at 50% remaining life
on a boss, a melee crushing blow will remove 1/48th of the bosses
maximum life. (With 1-3 players in game)Amp
damage works with crushing blow by lowering bosses physical
resistance. Since all HU Bosses have physical resistance, If you land
a crushing blow on an enemy with 50% physical resistance you will
only remove 1/32 per hit If however you amp that target and take him
to 0 reistance or lower you will remove the full 1/16. If a bosses
resistance goes below 0 the crushing blow will not get stronger it
will always remove 1/16 no matter how much lower that 0 the phys
resistances are.

Deadly
Strike/Critical Strike

#
Deadly Strike (DS)/Critical Strike (CS) are both a chance to double
your Physical damage.#
They apply to both Melee and Ranged attacks, but not to Spells.#
They do not apply to Impale, Dragon Talon, Dragon Tail, Dragon
Flight, Sacrifice, or Smite.#
They do work with the Blade Traps.#
Skills that convert Physical damage to a different type (Magic, Fire
and Cold Arrows, Lightning Bolt, Fists of Fire, Berserk, Concentrate,
and Frenzy (when synergized by Berserk)) do so after DS or CS are
applied, so converted damage is doubled.#
They will modify your final Physical damage with Vengeance but have
*no* effect on the Elemental damage caused by Vengeance.#
Sources of Deadly Strike stack except from a weapon which is not
being used to inflict that particular blow.#
Different types of Critical Strike do *not* stack (e.g. Barbarian
Weapon Masteries and Amazon Critical Strike).#
There is no point to having more than a 100% chance of DS/CS.#
Critical Strike and Deadly Strike have the same mechanics and only
one of them can trigger on any given attack (so a player can't get
quadruple damage)

Open
Wounds

This
is a chance of making a monster bleed uncontrollably. They lose
health while bleeding. Open Wounds Items stack in most
cases.

Duration:
200 frames (that is 8 seconds).

The
damage per frame seems to be the following (where Clvl is the
attackers level, that is the player's level usually):

Clvl
10: 11.8 per sec over 8 seconds for a total of 94.5 damage. Clvl 30:
42.6 per sec over 8 seconds for a total of 340.6 damage. Clvl 50:
99.7 per sec over 8 seconds for a total of 797.7 damage. Clvl 70:
178.8 per sec over 8 seconds for a total of 1430.5 damage. Clvl 90:
266.7 per sec over 8 seconds for a total of 2133.6 damage.(Possibly
changed numbers for this mod)Also,
the damage is divided by 4 for a player target. In addition, for a
missile versus a player target one should divide the damage by 8
instead.

Finally,
versus bosses and champions (could be just bosses or special bosses)
the damage is divided by 2.

It
is possible to get up to 100% chance for Open Wounds. Anything above
100% is discarded.

Ignores
Target Defense (Armor Class)

This
ability will not work on Unique Monsters, Super Unique Monsters,
Hirelings, other players, and Act-end bosses.

What
the game does is that set the Defensive Rating of the target to 0.
That means it simplifies to:

20
for Barbarians and Paladins15
for Assassins5
for Amazons and Druids-10
for Necromancers-15
for Sorceresses

So
there is still an effect of the level difference on the chance to hit
and there is still a minimum of 5% and a maximum of 95% chance to
hit.

Absorption%
(Or Absorbs)

Absorb%
heals the player - which is equivalent to resistance. If you have 5%
Absorb Fire, 5% of the Fire that would hurt heals you instead -
roughly equivalent to 10% Resistance. It has a cap of 40%Straight
"Absorbs xx" is not active here so there is no way to heal
from elemental damage.

SlowSlow
is treated as the opposite of FCR, FRW, Faster attack speed. Caps
include 50% per source vs players/act bosses, and 90% for normal
monsters. (sources are slow target, chill, holy freeze ect). In
addition there are minimums like attack speed can't be lower then 15%
of base animation speed.